John Wright - CEO Greg Kofford - Founding Shareholder ... · Strata “first” to show demo of VR...
Transcript of John Wright - CEO Greg Kofford - Founding Shareholder ... · Strata “first” to show demo of VR...
John Wright - CEO
Greg Kofford - Founding Shareholder
Andrew Sparke - Director
What is Disruptive Technology?
For example, how many of you had a Blackberry?
Smartphone disruptive technology
I believe VR/AR technology is one of the most disruptive technologies ever made.
You will too, when you experience it
today, for the first time…
What is VR and AR ?
Virtual Reality (VR) is using technology to immerse you into a computer generated
world that you can then interact with.
Augmented Reality (AR) is where you can see the
world around you and also see computer generated
content.
Mixed Reality (MR) combines the real world around you, with a computer generated world but then adds real objects to interact with.
I believe Virtual Reality without touch is only 3D viewing.
To “understand” the potential of VR/AR you
must experience it!
STRATA is in the business of making 3D software, content
and VR/AR experiences.
STRATA 3D software has been used by
millions of customers since it started in 1988
MYST – customer highlight
Release Date – 1993
Number of frames rendered
(areas to explore) – 2500
CD Games sold – 6 million
John Wright – Past, Present and Future 1975 - Foundation in Art at BYU
1984 - Mechanical Engineering Degree – BYU – Utah
2016 - Joined Strata team
Innovation – First to sell 3D software – movie.byu in 1984. First to digitize vehicles. First to do stop motion animation using computer screens.
1988 founder of first company (Viewpoint) to create 3D library of models, motion capture, sound, textures, avatars, military vehicles, earth, landmarks, 3D skeleton, anatomy, etc.
Early partners included Motorola, Intel, Kleiner Perkins, Hummer Winblad, Sumotomo Bank and Goldman Sachs. Sold to Computer Associates in 1998.
Disruption– Viewpoint’s models are now used in 1000’s of movies (Independence Day, Antz, Total Recall, etc.), video games and websites.
Sold in 1998 to Computer Associates
VR/AR
will disrupt every
type of business
VR/AR Market Estimates (2025)
Hardware $45 B
Software $35 B
Videogames $11 B
Live Events $4.1 B
Video Entertainment $3.2 B
Retail $1.6 B
Real Estate $2.6 B
Education $0.7 B
Healthcare $5.1 B
Military $1.4 B
Engineering $4.7 B
$150 Billion US by 2022
$182 Billion US by 2025
$1 Trillion US by 2035
VR/AR Market Size
Predictions
VR/AR – Why Now?
• 3D
• AR
• CPU
• DOF
• DNS
• FIVR
• FOV
• FPS
• GPS
VR/AR is a combination of decades of “innovation acronyms”:
• GPU
• HDMI
• HMD
• HPU
• HTML
• IMU
• IoT
• IP
• IPD
• IR
• LoS
• mDP
• OHMD
• PNG
• PPI
• PSVR
• RGB
• RJ45
• S3/AWS
• SSD
• SVG
• USB
• VR
• VRMMO
• WiFi
• 3D = display, models, motion • AR = augmented reality • CPU = central processing unit • DOF = degrees of freedom • DNS = Domain name server • FIVR - full immersion virtual reality • FOV = field of view • FPS = frames per second • GPS = Global Positioning System • GPU = graphics processing unit • HDMI = HiDef Multi-media Interface • HMD = head-mounted display • HPU = holographic processing unit • HTML = Hypertext Markup Language • IMU = inertial measuring unit • IoT = internet of things • IP = internet protocol • IPD = interpupillary distance
• IR = infrared • LoS = line of sight • mDP = mini display port • OHMD = optical head-mounted display • PNG = Portable Network Graphics • PPI = pixels per inch • PSVR = PlayStation VR • RGB = red, green, blue • RJ45 = standard internet plug • S3/AWS = Amazon Cloud Server • SSD = Solid State Drive • SVG = Scalable Vector Graphics • USB = Universal Serial Bus • VR = virtual reality • VRMMO(RPG) = virtual reality massive
multiplayer online (role-playing game) • WiFi = Wireless Network Technology
ALL of these technologies
needed to be developed
“before” VR/AR.
1984 1988 1985 2001 1996 2004 2000 2010 2007 2016
APPLE
Macintosh
AMIGA
Silicon
Graphics
(SGI)
Technology Timeline - game changers for B2B (Business Graphics)
Windows
Internet
Text
Cell Phone
SSD
Sata
Flash
iPOD
SOCIAL
iPhone
iPad
VR/AR
It is rare to be in a position on the “ground floor” of an opportunity as disruptive as VR/AR
We believe that VR Training will redefine how training is currently done
in every industry.
Strata “first” to show demo of VR training: • Shop.org Summit – Dallas, Texas – 3,000 attendees, over 100 VR demos
• VRX Expo – San Francisco, CA – 1000 attendees, over 50 VR demos
• NRF Big Show – New York, NY – 30,000 attendees, over 300 VR demos
Projects we are engaged early with:
•Fortune 500 company – build a Virtual $400,000 machine for demonstration at a tradeshow
•Worldwide coffee company – VR training for their managers.
•US auto company – Virtual showroom
•Global consumer skin care product company – AR tour of facilities and AR smart phone product demo.
•Consumer electronics chain store – Sales, Support and management destination VR training.
•Clothing Manufacture – virtual product demonstration
•Retail store – virtual avatar tracking system
Where is VR headed?
As Hardware prices go down, software and content use increases to a point where everyone has access to VR/AR.
You must “experience” VR to believe in VR…
• Think of things you experienced for the 1st time since 1980:
COPY
email iPod
Android
iPad iPhone
GPS
Google Search
PC/Mac
FAX Apple TV
DVD
Tesla
NetFlix
Drone
Flash Drive
Mouse
Touchpad Apple Watch
Everyone needs to experience VR (with touch) for the first time
When you finish the VR demo, you are the
“expert” and can teach the next person!
START DEMO